Commit graph

2683 commits

Author SHA1 Message Date
mc776
75fc5581cf
patches/flats: new snake/tentacle/noodle textures. (#1069) 2023-08-26 18:10:45 -03:00
mc776
378c950cc9
textures: complete AQTRIM03. (#1079)
Addresses #1076.
2023-08-26 18:08:53 -03:00
mc776
f04ba71000
patches: new RW33 series by Korp. [dark version] (#1068)
See discussion in #1049.

If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.

I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
2023-08-23 08:09:05 -07:00
mc776
22b041d398
patches: implement new AQCOMP01 properly. (#1062)
Fixes error introduced in #1039.
2023-08-23 08:08:08 -07:00
mc776
9c4ca2045d
levels: Map19 fixes. (#1071)
Originally meant to address #1070.

Redid green armor secret. The ugly (and alternative-sequence-breaking) railings are gone, and instead of SR50+luck you have to find the way up to a much higher platform.

Allowed jumping from the semifinal puzzle platform into the guard tower areas because there was nothing showing you could not. It doesn't actually achieve anything besides letting you grab the ammo from the zombies inside.

Flipped a bunch of linedefs to address #996.

Also add a switch for that platform-gate since its non-orthogonal shape and large size can't help but signal that it is expected to be remote-lowered.
2023-08-19 16:52:11 -07:00
mc776
e80e4e9c3b
levels: E2M4 overhaul by Xindage. (#1073)
* levels: E2M4 overhaul by Xindage.

Better flow, better aesthetics, better robustness against softlocks related to jumping.
2023-08-19 09:28:56 -07:00
mc776
a12ed30d5d
Merge pull request #1064 from mc776/evileye
sprites: new evil eye.
2023-08-13 10:20:04 -07:00
mc776
15f0f3e3fa
Merge pull request #1067 from mc776/skrock
sprites: new skull rock.
2023-08-13 10:11:42 -07:00
mc776
f94292ec50
sprites: slim down FSKUs. 2023-08-13 10:06:32 -07:00
mc776
2d24ff4423
sprites: crush CEYEB0. 2023-08-11 22:31:34 -07:00
mc776
8637f226ed
sprites: make green CEYE pixel change.
That one pixel would stay weirdly constant throughout the animation. This makes it darken on the B.
2023-08-11 22:29:29 -07:00
mc776
40298c08f2
sprites: new skull rock.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
2023-08-11 22:21:09 -07:00
mc776
70cd57f55c
Add files via upload (#1066) 2023-08-11 18:14:12 -03:00
mc776
d59d7d3f7e
textures: add a few unused patches. (#1061)
* textures: add GRAYRED and GRAYWIDE.

Also address #48 with respect to GRAYRED.

* textures: add AQPIPE06-7 and BROWN4.

The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
2023-08-11 17:44:49 -03:00
mc776
f2ee5927e0
sprites: new evil eye.
Based on the current "skull rock".
2023-08-11 11:51:31 -07:00
Steven Elliott
b067e91875
levels: Small missing texture fix for MAP26 (#1060)
freedoom2.wad
  MAP26 Fix missing texture on the back of linedef #163
2023-08-10 08:48:32 -07:00
mc776
e2ab397c31
sprites: add Cascade's pickups (etc.). (#1059)
* sprites: add Cascade's pickups (etc.).

Incidental upgrades to a couple other sprites to better match this higher-contrast style.

Took the opportunity to fix the scaling on the missile projectile and give it longer, simpler-looking fins.
2023-08-08 21:36:50 -07:00
mc776
a7c71011f3
graphics: make status bar cell ammo icon blue. (#1058) 2023-08-08 07:58:17 -03:00
mc776
346cc673a9
patches: new door15_3. (#1056)
Missed in #1050.
2023-08-08 07:54:46 -03:00
mc776
ad604a5344
textures: add SPCDOOR0 and STARG4. (#1055)
Addresses #1054.

Also removes two redundant lines I'd mistakenly added in #948.
2023-08-05 14:40:37 -03:00
Xindage
b4727d6676
New Gray/ick wall by korp. (#948)
* New Gray/ick wall by korp.
AS well new ones using stock patches.

* textures: add changes after April 2023.

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-08-05 14:13:19 -03:00
mc776
c567ade611
levels: minor fixes. (#1052)
* levels: minor fixes.

Map14
- With jump enabled you could skip the floor raisers in the blue key area and get yourself stuck inside one of the monster ambush pits. This has been replaced with a simple warp-in.

Map15
- Redecorated the starting area to make it feel less like id. (As someone who really enjoys Industrial Zone I find the subtle homage creates misleading expectations when literally nothing else in this map plays or looks anything like the id map.)
- Replaced a texture in the lift to avoid a rarely seen tutti-frutti.
- Reduced all nukage floors to 5%-10% from 20%.

* levels: remove bad Map11 secret tags.

Also changed the west side door entrance in the southern branch to take advantage of #1050.
2023-08-05 14:11:25 -03:00
mc776
52292fe420
patches/flats: new textures by Korp. (#1050)
Replaces:
- all hex patterns
- all STARG
- the big tech doors
- some of the narrow doors
2023-08-05 08:24:30 -07:00
mc776
5649831a73
manual: minor fixes. (#1051)
- Edited out the references to "Cannon".
- Clarified that F11 isn't an on/off toggle. (The Spanish seemed fine?)
- Reworded the missile description to do damage to imply it works better on *lower*-level monsters rather than higher, since the tripod and bigtech are both immune to the blast.
- Created new illustration of the savegame menu to replace that "C" with an "E".
2023-08-05 08:15:45 -07:00
mc776
a3dbe95ff3
sprites: add Korp's minigun edit. (#1041)
* sprites: add Korp's minigun edit.

I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.

* sprites: fix CHG* offsets.
2023-08-03 14:20:26 -03:00
mc776
a828330d25
levels: more minor fixes. (#1040)
* levels: fix e1m2 tutti frutti around exit door.

Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)

* levels: fix floating candle on map22.

It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.

* levels: more minor fixes.

Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.

E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)

Map03
Floaties by the first door switch.

Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).

Map25
1-pixel vertical misalignment on line 44.

Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.

Map29
Floaty shellbox 444.

* levels: more minor fixes.

Mostly to address #1043.

Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.

Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.

Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.

Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.

Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.

* levels: more minor fixes.

Map13
Exit teleport pad lines now block monsters.

Map18
End soulsphere secret is now tagged as secret.

Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.

* levels: readjust map28 skull.

The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.

* levels: map26 minor fixes.

The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.

The red armour secret is now player-shoot only, and the wall breach effect is instant.

* levels: fix high jump platform texture alignment.
2023-08-03 14:16:55 -03:00
mc776
6a263b857a
music: use old d_e1m2 for dm23. (#1044)
Replaces the last remaining track known to be affected by #847.

The old d_e1m2 found in 0.11.3 and earlier.
2023-08-03 07:55:35 -03:00
mc776
23705eb07d
patches: raise sloppy skull. (#1047)
* patches: raise sloppy skull.

The skull now better fits the original patch's skull position, making for a better Map28 start.

* patches: fix seams on adjusted rw48s.
2023-08-03 07:41:38 -03:00
Steven Elliott
6a54471431
scripts: Add news-to-feed script (#1042)
Rather than maintaining feed.xml on the website manually the
news-to-feed script, added by this commit, will generate it based on
NEWS.adoc in this repository.

Also, make target news-to-feed has been added to run the script.
2023-07-30 15:03:10 -07:00
mc776
13f70d1e11
patches: implement #1033. (#1034)
* patches: implement #1033.

* credits: complete SuperDave938's entry.

* patches: pngcrush new logos.

* Delete logo5alt.png
2023-07-26 20:23:13 -03:00
mc776
51e699ae8b
patches: new sloppy and skull. (#1036)
Combination of the left side of the original skull, the current tentacle texture and the brown tekwall, with lots and lots of tiny edits.
2023-07-26 20:22:11 -03:00
mc776
2dd0c77081
levels: minor tweaks/fixes. (#1038)
* levels: minor tweaks/fixes.

E2M1
The little pass-over route in the north with the medikit now blocks monsters so you don't get a surprise invisible obstruction.
The armour bonuses on the steps in the main path between the outdoor areas are now closer to the ledge. You can still miss some if you charge down the steps at full speed but it only takes a slight slowdown to get them all in one go.

Map11
The health bonus in the starting room pillar is replaced in hard mode by a shellbox.
Untagged the thin panel armour bonus secret.
Replaced the evil eyes in the SKAG room with skull rocks.
Made all 3 doors in the starting room green.
Fixed texture alignment on castle corpse hanger lift.

Map09
Flagged some secret area entrance lines as secret.

* levels: fix E1M1 texture stuff.

The fake barred doors in the dark halls were missized and tutti-fruttied.

The use-to-lower function of the crate has been removed since you can easily jump onto it from the lift and it never really made sense.

The two sets of computer banks have been reversed so that the 64-tall one is on top, as trying to accommodate it was resulting in weird texture misalignments elsewhere.

* levels: raise light fixture in E2M3 red key room.

This one's a bit petty maybe, but it bothers me that you can run onto those terminals just fine, but the light fixture is just low enough that once you're on the terminals you can't jump off of them without crouching.

The diegetically "normal" solution would be to raise the terminals to 25 units off the floor, but making the player go around to reach the red key - when in a typical game you will have already killed any monster that has line of fire on you anywhere in that room - adds nothing to gameplay whatsoever.
2023-07-26 20:21:31 -03:00
mc776
2cbdf6f64f
patches: make wave in AQCOMP01 go to white. (#1039)
The grey never quite looked right.
2023-07-26 20:20:36 -03:00
Steven Elliott
a8a4ae5d32
levels: Small fixes, mostly for Eureka (#1037)
freedm.wad
  DM22  Made invulnerability sphere spawnable
        Removed doom camera (thing #32000)
        Removed unused tags far five sectors
  DM32  Change map name from MAP22 to MAP32

freedoom1.wad
  E1M7  Removed shells (thing #704) in the void

freedoom2.wad
  MAP09 Fix missing texture behind teleport
  MAP10 Rebuild nodes
2023-07-23 13:09:42 -07:00
mc776
9135b52ed8
patches: add two more screens to COMPUTE4. (#1032)
Some maps probably still have some COMPUTE4 textures that use the rightmost column of screens to the left of the leftmost column, which the recent expansion to 256 pixels would have broken. This adds two brand new screens to fill up the space, using colour schemes similar to the spectral graph and blue nebula.

I would like to add these to PLANET1 as well but there are probably maps that accidentally use the previously existing blank space to the right that would be broken by such an addition. If it is known for sure that I am wrong about this, let me know and I will add those as well.
2023-07-18 07:30:37 -07:00
mc776
3a74d144a2
levels: a minor and a major fix. (#1030)
E4M9
- Removed testing P1 start.

Map28
- Line of medical items at the south end of the southern blood pit was floating. Moved away from the ledge.
- Added metal trim to the sloppy side of the starting pit.
2023-07-17 15:11:00 -03:00
Steven Elliott
57246cae8f
png: Map color 255 to color 133 (#1003)
Since color index 255 is a special transparent color in some game
engines color 255 has been mapped to similar color 133 using make
target 'fix-legacy-transparency-pngs'. The images have also been
normalized with make target 'fix-deutex-pngs'.
2023-07-16 23:14:24 -07:00
mc776
24c4076216
levels: more minor fixes. (#1029)
* levels: more minor fixes.

E3M7
The columns blocking the painlords from wandering too far away from the teleport line were spread far enough apart that one of the monsters could pass through and not be able to come back. Two more columns have been added.

E4M7
Around the hall of nukage and six pillars:
- The stairs to the east needed more clearance in the ceiling.
- The nukage now lowers to -24 instead of -40 or -48.
- The BRNPOIS is corrected to BROWNGRN.

E4M9
The eastern backpack secret exited to a ledge far above some monsters right below it, a big vanilla-compat no-no. Everything's been redone so it's all on ground level. The gargoyle wallpaper has also been replaced with something that might align a bit better there; the remaining gargoyle heads now mark the secret.

* levels: adjust Map11 skull room.

- The monitors needed de-aligning after COMPUTE4 was expanded.
- The sloppy switch skull has now been replaced with another skull, and a poison sign has been added to the collection.

* levels: unstick map11 minigunner.

The one right next to where the red skull is now had been an unfortunately overlooked casualty of moving that ledge around.
2023-07-16 16:10:03 -03:00
Steven Elliott
d64ddc6ea9
create_caption: Python PIL 10.0.0 support (#1027)
To support Python PIL 10.0.0 this change uses newer API textbbox() when
available, and older API textsize() when not.
2023-07-16 11:52:04 -07:00
mc776
db0959eaec
dehacked: give phases only their own par times. (#1011) 2023-07-16 08:14:32 -07:00
mc776
2c55c8df7f
levels: minor fixes. (#1026)
E1M2
- Fixed the heights of the little yellow pillars to match the rectangles.
- Fixed up some textures in the secret near the exit.

Map29
- Added Catoptromancy's big stash of ammo on the yellow key pillar.
- Added some radsuits in the home base.
- Fixed some texture alignment issues in the home base.
2023-07-16 11:14:26 -03:00
Simon Howard
00e4c58166
Merge pull request #1024 from mc776/deathsprites
sprites: fix up barrel, necro and octo deaths.
2023-07-15 15:50:41 -05:00
Simon Howard
90090f1191
Merge pull request #1025 from mc776/e2m1trilogz
levels: fix e2m1 trilo warp for gzdoom.
2023-07-15 15:50:08 -05:00
Simon Howard
08f79fcc2d
Merge pull request #1021 from mc776/picknobabble
dehacked: imply lore.
2023-07-15 15:49:26 -05:00
mc776
4a701c2fe4
levels: fix e2m1 trilo warp for gzdoom.
The area behind the line was too short to be recognized by GZDoom though it was working fine in vanilla - I think GZDoom checks the line crossing from the center or something.
2023-07-15 13:15:46 -07:00
mc776
a2998aae7f
sprites: flatten necromancer corpse. 2023-07-15 11:03:45 -07:00
Steven Elliott
573fd2474d
levels: E2M1 Fix serpentipede hot start (#1023)
Two serpentipedes have been rotated 90 degrees to fix a hot start.
2023-07-15 07:27:22 -07:00
mc776
5150494cf3
weapons: rename slot 1 weapon to "ripsaw".
Addresses #1022.
2023-07-14 19:38:12 -07:00
mc776
cc30378022
manual: partially update names in Spanish.
Also correctly refers to the small health pack as a roll of gauze not a canister.
2023-07-14 13:13:44 -07:00
mc776
f5de62efdd
dehacked: imply nanoroll lore.
It's a roll of gauze, not a canister - something I almost forgot until I took a much closer look at the sprite.
2023-07-14 12:06:58 -07:00